mondkalb 1087 Posted May 23, 2019 Created on 23rd May 2019 during the waiting period for the new Arma 3 Expansion. Many speculated that it will include aliens. But in case it does not, this quick addon will give you some solid quality aliens. I've purchased three alien character models from Turbosquid and made them usable within Arma 3. (Adjusting size and sekeleton to work). The aliens speak their own language! The creatures are found under:Independent -> Aliens -> Men Contents:- Alien Scout Model - Alien Brute Model - Alien Commander Model - Alien Hybrid Hunter Model - 2x Alien Language Radio Protocol Watch out for the Brute and Commander, as they are heavily armored. Bring enough ammo to take them down. All Aliens are placeable by Zeus.Credits: - Mondkalb: Configuration and Import - Will Morillas: 3D models of Alien Characters (https://www.turbosquid.com/Search/Artists/Will-Morillas) - 3diggerart: Mutant Hunter Hybdrid (https://www.cgtrader.com/3d-models/character/fantasy/mutant-hunter), Thanks to B.A.D for donating this! - B.A.D. for the second set of Alien Language soundsWorkshop link:https://steamcommunity.com/sharedfiles/filedetails/?id=1749774001 Some pictures: This is entirely unrelated to Global Mobilization. It is just a fun little project for the evening without any stress or pressure. 🙂 19 1 4 Share this post Link to post Share on other sites
Poentis.K 125 Posted May 23, 2019 Too big a coincidence :)... did you know~? 1 Share this post Link to post Share on other sites
mondkalb 1087 Posted May 23, 2019 No, as stated this project was started just today during the hype and speculation leading up the to reveal of Arma 3 Contact. I thought it would be funny to release Aliens for Arma 3 after the reveal because I did not believe they would do this theme. 😄 Share this post Link to post Share on other sites
arg_foxtrop1 54 Posted May 24, 2019 thats some creepy looking alien, pure nightmare fuel, sharing a lowpoly version of the body for other people to create gear for it could be a good idea Share this post Link to post Share on other sites
Belbo 462 Posted May 24, 2019 10 hours ago, mondkalb said: ... But in case it does not... I like your thinking! 😄 Share this post Link to post Share on other sites
Quack O'Neill 11 Posted May 24, 2019 why the fuck would they tell people about the alien invasion tho ? Share this post Link to post Share on other sites
icebreakr 3156 Posted May 24, 2019 We have them for years?! 🙂 Zetaborns in my FAP Units mod. 2 Share this post Link to post Share on other sites
Valken 622 Posted May 24, 2019 YES! More the better! Zetaborn vs EXT vs this with the new Contact DLC! Finally the ARMA 3 that should have been!!! Share this post Link to post Share on other sites
Reid236 116 Posted May 24, 2019 Ayy lmao thanks for this Share this post Link to post Share on other sites
Realthinged 44 Posted May 24, 2019 What I think we are really need for Arma 3 is flying saucers that look classically (not nazi's UFOs as it already exists). What do you think? https://imgbbb.com/image/e95E5 Share this post Link to post Share on other sites
mondkalb 1087 Posted May 24, 2019 Update! Added more aliens! New: - Alien Brute Model - Alien Commander Model - Alien Hybrid Hunter Model 9 2 Share this post Link to post Share on other sites
haleks 8212 Posted May 24, 2019 @mondkalb: I have a small request if I may. Is it possible to make those models available through the uniform slot? Even if it's a hidden classname, it would allow easy access to those models via the most commonly used script commands and would be very usefull for mods and missions relying on dynamic loadouts. 😉 And to be completely honest, I'm thinking that the hybrid hunter skin would be awesome on the Ravage zombies - it reminds me of the infected from XCOM 2. ^^ 2 1 Share this post Link to post Share on other sites
mondkalb 1087 Posted May 25, 2019 Heya Haleks, this is already available. _unit addUniform "mbg_uniform_alien_01"; _unit addUniform "mbg_uniform_alien_02"; _unit addUniform "mbg_uniform_alien_03"; _unit addUniform "mbg_alien_hybrid_01"; The units you can place in the editor are actually "naked" models. So by giving those any other uniform they can shape-shift into humans. 😄 Using the code example above you can transform humans into these aliens. Please let me know if this works, otherwise I'll find a solution that fits your parameters. Edit: The classnames are a bit of a mess. This was all a super quick project, sorry. 😄 2 2 Share this post Link to post Share on other sites
haleks 8212 Posted May 25, 2019 @mondkalb: No problem, and thanks, this is perfect! 😉 Share this post Link to post Share on other sites
EO 11274 Posted May 25, 2019 On 5/24/2019 at 10:00 PM, mondkalb said: Decoding an Alien Message Massage. 1 2 Share this post Link to post Share on other sites
mikey74 169 Posted May 27, 2019 (edited) added forcefields to your aliens... Place this script in Init.sqf of mission, or call in a config for addon. They admit a small glow until field is depleted by hits. When hit the glow grows brighter for a short time. They do not take damage till after field is depleted. I may rework it later to take into account kinetic energy, and explosive damage to effect the shields. Used Damage taken instead. Works just as well with less works and less FPS hits. Spoiler _Alienlist = ["mbg_u_alien_01_scout","mbg_u_alien_01_rusher","mbg_u_alien_02_gunner","mbg_u_alien_02_skirmisher","mbg_u_alien_03_commander","mbg_u_alien_hybrid_01_hunter"]; { private _unit = _x; if (typeOf (vehicle _unit) in _Alienlist) then { _unit setVariable ["hmhits",10,true];//(3+(ceil random 7)) private _position = getPos _unit; private _light = "#lightpoint" createVehicleLocal _position; _light setLightBrightness 0.1; _light setLightAmbient [1.05, 1.05, 1.5]; _light setLightFlareSize 5; _light setLightColor [1.05, 1.05, 1.5]; _light lightAttachObject [_unit, [0,0,0]]; [_unit,_light] spawn { params ["_unit","_light"]; waitUntil {((_unit getVariable "hmhits") <= 0)}; LightDetachObject _light; deleteVehicle _light; }; _unit setVariable ["HitVar",_unit addEventHandler ['HandleDamage', {// params ["_unit", "_hitSelection", "_damage", "_source", "_projectile", "_hitIndex", "_instigator", "_hitPoint"]; if ((_unit getVariable "hmhits") > 0) then { _Shielddamage = (_unit getVariable "hmhits") - _damage; hint str [_Shielddamage,(_unit getVariable "hmhits")]; _unit setVariable ["hmhits",_Shielddamage,true]; [_unit,_damage] spawn { params ["_unit","_damage"]; _unit setDamage 0; //hint str [(damage _unit),_damage,(_unit getVariable "hmhits")]; }; } else { [_unit,_damage] spawn { params ["_unit","_damage"]; _unit setDamage ((_damage*.15)+(damage _unit)); //hint str [(damage _unit),_damage,(_unit getVariable "hmhits")]; }; }; }]]; _unit addEventHandler ["HitPart", { (_this select 0) params ["_target", "_shooter", "_projectile", "_position", "_velocity", "_selection", "_ammo", "_vector", "_radius", "_surfaceType", "_isDirect"]; [_target,_position] spawn { params ["_target","_position"]; if ((_target getVariable "hmhits") >= 1) then { _light = "#lightpoint" createVehicleLocal _position; _light setLightBrightness 0.3; _light setLightAmbient [1.5, 1.5, 2.0]; _light setLightFlareSize 0.1; _light setLightColor [1.5, 1.5, 2.0]; _light lightAttachObject [_target, [0,0,0]]; sleep (.15 + random .15); LightDetachObject _light; deleteVehicle _light; }; //_hits = ((_target getVariable "hmhits")-1); //_target setVariable ["hmhits",_hits,true]; }; }]; }; } forEach AllUnits; This version has some particle effects: Spoiler _Alienlist = ["mbg_u_alien_01_scout","mbg_u_alien_01_rusher","mbg_u_alien_02_gunner","mbg_u_alien_02_skirmisher","mbg_u_alien_03_commander","mbg_u_alien_hybrid_01_hunter"]; { private _unit = _x; if (typeOf (vehicle _unit) in _Alienlist) then { _unit setVariable ["hmhits",10,true];//(3+(ceil random 7)) private _position = getPos _unit; private _light = "#lightpoint" createVehicleLocal _position; _light setLightDayLight true; _light setLightIntensity 2.5; _light setLightBrightness 0.05; _light setLightAmbient [1.05, 1.05, 1.5]; _light setLightUseFlare true; _light setLightFlareMaxDistance 5000; _light setLightFlareSize 0.1; _light setLightColor [1.05, 1.05, 1.5]; _ps = "#particlesource" createVehicleLocal _position; _ps attachTo [_unit,[0,0,.75]]; _PS setParticleCircle [0, [0, 0, 0]]; _PS setParticleRandom [0.2, [(0.5 + random (-0.5)), (0.5 + random (-0.5)), (0.5 + random (-0.5))], [(0.25 + random (-0.25)), (0.25 + random (-0.25)), (0.25 + random (-0.25))], 0.2, 0.2, [0, 0, 0, 0], 0, 0]; _PS setDropInterval 0.05; _PS setParticleParams [["\ca\data\ParticleEffects\FireAndSmokeAnim\FireAnim", 8, 2, 7], "", "Billboard", 1, 1, [random 0.25, random 0.25, 0.75], [0, 0, 2], 3, 10, 0.9, 0.3, [1,1],[[0,0,0.35,0.5],[0,0,0.35,0.3],[0,0,0.35,0.15]], [1,2], 0.5, 2, "", "", _unit]; _light lightAttachObject [_PS, [0,0,.75]]; [_unit,_light,_PS] spawn { params ["_unit","_light","_ps"]; waitUntil {((_unit getVariable "hmhits") <= 0)}; LightDetachObject _light; deleteVehicle _light; detach _ps; deleteVehicle _ps; }; _unit setVariable ["HitVar",_unit addEventHandler ['HandleDamage', {// params ["_unit", "_hitSelection", "_damage", "_source", "_projectile", "_hitIndex", "_instigator", "_hitPoint"]; if ((_unit getVariable "hmhits") > 0) then { _Shielddamage = (_unit getVariable "hmhits") - _damage; hint str [_Shielddamage,(_unit getVariable "hmhits")]; _unit setVariable ["hmhits",_Shielddamage,true]; [_unit,_damage] spawn { params ["_unit","_damage"]; _unit setDamage 0; //hint str [(damage _unit),_damage,(_unit getVariable "hmhits")]; }; } else { [_unit,_damage] spawn { params ["_unit","_damage"]; _unit setDamage ((_damage*.15)+(damage _unit)); //hint str [(damage _unit),_damage,(_unit getVariable "hmhits")]; }; }; }]]; _unit addEventHandler ["HitPart", { (_this select 0) params ["_target", "_shooter", "_projectile", "_position", "_velocity", "_selection", "_ammo", "_vector", "_radius", "_surfaceType", "_isDirect"]; [_target,_position] spawn { params ["_target","_position"]; if ((_target getVariable "hmhits") >= 1) then { _light = "#lightpoint" createVehicleLocal _position; _light setLightDayLight true; _light setLightIntensity 5; _light setLightBrightness 0.1; _light setLightAmbient [1.5, 1.5, 2.0]; _light setLightUseFlare true; _light setLightFlareMaxDistance 5000; _light setLightFlareSize 0.1; _light setLightColor [1.5, 1.5, 2.0]; _ps = "#particlesource" createVehicleLocal _position; _ps attachTo [_target,[0,0,.75]]; _PS setParticleCircle [0, [0, 0, 0]]; _PS setParticleRandom [0.2, [(0.5 + random (-0.5)), (0.5 + random (-0.5)), (0.5 + random (-0.5))], [(0.25 + random (-0.25)), (0.25 + random (-0.25)), (0.25 + random (-0.25))], 0.2, 0.2, [0, 0, 0, 0], 0, 0]; _PS setDropInterval 0.05; _PS setParticleParams [["\ca\data\ParticleEffects\FireAndSmokeAnim\FireAnim", 8, 2, 7], "", "Billboard", 1, 1, [random 0.25, random 0.25, 0.75], [0, 0, 2], 3, 10, 0.9, 0.3, [1,1],[[0,0,0.35,1],[0,0,0.35,0.6],[0,0,0.35,0.3]], [1,2], 0.5, 2, "", "", _target]; _light lightAttachObject [_PS, [0,0,.75]]; sleep (.5 + random .5); LightDetachObject _light; deleteVehicle _light; //sleep (.5 + random .5); detach _ps; deleteVehicle _ps; }; //_hits = ((_target getVariable "hmhits")-1); //_target setVariable ["hmhits",_hits,true]; }; }]; }; } forEach AllUnits; shield pic.... Video would be better though. The blur is something else unrelated to the alien shields. https://steamuserimages-a.akamaihd.net/ugc/798739516680410435/5C7074EDCBE8B2EAC6F7A5A4EE31970AA987F0EE/ https://youtu.be/dndWv6gfvF4 Edited May 28, 2019 by mikey74 Added Particle effects! 1 6 Share this post Link to post Share on other sites
XOSPECTRE 40 Posted June 11, 2019 Why I don't have that gun on the picture ? And aliens have ak12? 😄 Share this post Link to post Share on other sites
mikey74 169 Posted June 12, 2019 On 6/10/2019 at 9:11 PM, XOSPECTRE said: Why I don't have that gun on the picture ? And aliens have ak12? 😄 That's a separate Addon. Share this post Link to post Share on other sites
hazzami 11 Posted September 5, 2019 I don't know if anyone has the skill but if you want to make a cool alien/sci-fi weapon and you don't have to time to make the model from scratch, then here is a link to a base model. https://www.turbosquid.com/3d-models/super-rifle-3d-model-1264240 Share this post Link to post Share on other sites